GM Bret's Outpost IV PF2 #2-00 The King in Thorns (Tier 1-2) (Inactive)

Game Master BretI

King in Thorns maps and handouts


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Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Symeon gives a small call out to everyone, "These are a type of quippoth called cythnigots. They carry spores that can bind people, make them clumsy and take away their fine motor skills. Be careful."

He then takes aim at the one harrying Darlann again.
Devise Stratagem: 1d20 ⇒ 15

Additional Recall Knowledge check:

Secret roll, Religious parasitism?: 1d20 + 6 ⇒ (14) + 6 = 20 +10 for Society; +8 for Arcana, Crafting, Medicine, Occultism, Academia Lore, or Surgery Lore; +6 for Nature or Religion.

Feeling better about his lines of attack he draws back the string and lets an arrow fly.
Short end of the bow, Stratagem, IC: 15 + 8 + 1 = 24
Damage, Piercing, IC: 1d6 + 1 ⇒ (1) + 1 = 2
Strategic strike: 1d6 ⇒ 4

He then tries to take cover in the grasses again.

Secret:

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18


Symeon:
They have resistance to mental and physical attacks, but cold iron bypasses their resistance to physical attacks. They are immune to fear and being controlled.

You have already used your cold iron arrow, so I am assuming a normal arrow for this shot.

Symeon hits with his arrow, but once again it doesn’t do full damage.

Round 1:

Green areas are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak.

Inspire Courage active.

Red thing -3
Green thing -9
Blue thing
Eltis +5 Temp
Darlann -6 Need DC 17 Fort save

Krek +1 Temp shield -1

Round 2:

Redd
Meadow +5 Temp

Symeon +5 Temp

Radiant Oath

M Tunnelflood Kobold Cleric 4 of Gozreh | N | AC 18| HP 35/38 | Fort +8 Refl +8 Will +12 | Perception +10 Cleric 4

Eltis moves for a better shot, grumbling something about actually hitting a creature today...
He sends a lance of divine energy towards Red.

divine lance: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
good damage: 1d4 + 3 ⇒ (3) + 3 = 6
Sigh. These damn dice

Vigilant Seal

Male Half-Elf Champion (redeemer) 1 (HP: 19/19) (AC:18 [20 with Shield] Fort: +6 Ref: +4 Will: +5) (Perc: +3) (Exploration: Defend)

Fortitude: 1d20 + 7 ⇒ (18) + 7 = 25

"Quippoth, you say? Argh... their bite is painful, but nothing my faith cannot overcome. Iomedae, Torag, Sarenrae, grant me strength!"

Darlann slashes forward in a wide arc, attempting to cut down the cythingot that bit him before raising his shield.

Longsword + Inspire Courage: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25, Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Longsword + Inspire Courage - Iterative: 1d20 + 7 + 1 - 5 ⇒ (10) + 7 + 1 - 5 = 13, Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Two actions to strike, one to raise a shield. Reaction will be glimpse of redemption at the first opportunity regardless of instigator or target.

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 74/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=Wanikkawi| conditions: cat's eye elixir

Meadow pops up from her hiding spot and fires twice at her prey.

Sneak:
1d20 + 8 ⇒ (9) + 8 = 17

Hunted Shot-shortbow-IC vs red: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
piercing: 1d6 + 1 ⇒ (4) + 1 = 5
deadly?: 1d10 ⇒ 9

Hunted Shot-shortbow-IC vs red: 1d20 + 8 - 5 + 1 ⇒ (2) + 8 - 5 + 1 = 6
piercing: 1d6 + 1 ⇒ (2) + 1 = 3
deadly?: 1d10 ⇒ 2

precision: 1d8 ⇒ 5 extra damage on the first hit.

"Now Silence! Hit him hard!"

Once she commands the owl she ducks back into the underbrush.

Hunted Shot, ◆ Command an Animal, ◆ Sneak


M Snowy Owl HP 52/52 | AC 23| F +12 R +14 W +13 | Perception +13

Silence flies forward and bites at one of the rat-things.

Jaws-IC vs red: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Piercing: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

precision: 1d8 ⇒ 3 extra damage on the first hit.


Eltis misses.

Darlann hits with his first strike and is in position to help against attacks. It doesn’t do full damage.

Meadow manages to kill Red with her shot. It didn’t do full damage, but it was enough to easily kill it.

@Meadow: You may redo your last actions, either retarget Silence or do a different actions.

Round 1:

Green areas are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak.

Inspire Courage active.

Red thing -15
Green thing -13
Blue thing
Eltis +5 Temp
Darlann -6
Krek +1 Temp shield -1

Round 2:

Redd
Meadow +5 Temp, two actions left

Symeon +5 Temp

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek already acted this turn I believe.

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 74/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=Wanikkawi| conditions: cat's eye elixir

So with red down Meadow would have hunted prey on green and sent Silence to attack green. I'm at work right now so I can't change Meadows token. Would someone please move it south one square?

"Silence. Get that greenish one."

Would someone also please move Silence next to green?


Thanks for the correction, Krek!
Moved your token, Meadow. Looks like Silence is already next to Green.

Silence manages to kill Green!

Round 1:

Green areas are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak.

Inspire Courage active.

Red thing -15
Green thing
Blue thing
Eltis +5 Temp
Darlann -6
Krek +1 Temp shield -1

Round 2:

Redd
Meadow +5 Temp
Symeon +5 Temp

Envoy's Alliance

NG fem halfling | Bard (maestro) 4 | Emissary | HP 42/42 | AC 20 | F +7, R +11, W +9 | Perc +9 (low-light) | +2 Seek | Stealth +9 |Low-light vision | speed 25' | Spells: cantrips/5, 1st/3, 2nd/3 | Focus pts. 2 | Hero Pts. 2/2 | Explore Mode: search +8 | Active Conditions: ---

Clip-offs? Synthy-Gots? What?
Well, they sure are icky!

She responds to Symeon's details of the creatures.

Redd takes several steps backwards, being careful to not stumble on the carpet of moss and undergrowth. She raises her bow and takes aim at the synthi-got covered in blueberry juice and shoots.
+1 shortbow & IC: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
piercing & IC: 1d6 + 1 ⇒ (2) + 1 = 3
deadly?: 1d10 ⇒ 8

And shoots again.
+1 shortbow & IC & map: 1d20 + 8 + 1 - 5 ⇒ (6) + 8 + 1 - 5 = 10
piercing & IC: 1d6 + 1 ⇒ (2) + 1 = 3
deadly?: 1d10 ⇒ 4

I need to practice more with my bow.
She says quietly in disappointment.


Redd decides she needs more practice with the bow. That is a much better explanation than being creeped out by the creatures, right?
Looks like there is no more Inspire Courage.
You have a Timely Inspiration Aid Token, might I suggest someone activate it as a free action?

With the bird having done so much damage to the other ones, Blue decides to go for the bird's handler! First it preens in a way that allows all nearby to see just how icky the creature really is.
DC 17 Will save for everyone within 10' please

Will save result:
Critical Success The creature is unaected.
Success The creature is "at-footed until its next turn. Failure The creature is sickened 1, and is "at-footed for as
long as it’s sickened.
Critical Failure The creature is sickened 2 and is "at-footed
for as long as it’s sickened.

Then it bites twice at Meadow.
bite: 1d20 + 8 ⇒ (7) + 8 = 15
piercing: 1d10 + 1 ⇒ (9) + 1 = 10 plus chaotic: 1d4 ⇒ 2 and tangle spores.
DC 17 Fort save if it hit

bite: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17 Need result of Will save to know if it missed or not.
piercing: 1d10 + 1 ⇒ (3) + 1 = 4 plus chaotic: 1d4 ⇒ 3 and tangle spores.
DC 17 Fort save if it hit

Round 2:

Green areas are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak.

Blue thing
Eltis +5 Temp
Darlann -6 DC 17 Will save
Krek +1 Temp shield -1, DC 17 Will save

Round 3:

Redd
Meadow +5 Temp DC 17 Will save, need result to see if got hit
Symeon +5 Temp DC 17 Will save

Radiant Oath

M Tunnelflood Kobold Cleric 4 of Gozreh | N | AC 18| HP 35/38 | Fort +8 Refl +8 Will +12 | Perception +10 Cleric 4

Eltis, faithful to the end, moves again to get a good shot and tries it one more time on Blue...
divine lance: 1d20 + 6 ⇒ (17) + 6 = 23
good damage: 1d4 + 3 ⇒ (3) + 3 = 6


Eltis hits with his holy lance! It does full damage.

Since Symeon would tell you, I'll announce now that Cold Iron gets past their resistance to physical damage. Symeon says!

Round 2:

Green areas are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak.

Blue thing -6
Eltis +5 Temp
Darlann -6
Krek +1 Temp shield -1

Round 3:

Redd
Meadow +5 Temp
Symeon +5 Temp

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek lets out a shrill howl to help inspire the group as he raises his head into the air like some sort of feral wolf. Outnumbered and outmaneuvered by the fey he needs this frenzied energy to take over.

↺ Timely Inspiration

Scourge Snagging Strike: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Damage (Nonlethal): 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Scourge: 1d20 + 9 - 4 + 1 ⇒ (16) + 9 - 4 + 1 = 22
Damage (Nonlethal): 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

◆ Stride
◆ Snagging Strike
◆ Strike

Status:

AC 19 (20 w/ shield)
HP 17/21 | +1 Temp HP |
Buckler (Hardness 3) 5/6 HP
Hero Points 1/3
Campaign Coin 1/1

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 74/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=Wanikkawi| conditions: cat's eye elixir

Will save: 1d20 + 6 ⇒ (7) + 6 = 13

Hero point reroll

will save: 1d20 + 6 ⇒ (5) + 6 = 11

Figures. Meadow is chaotic good so she won't take the chaotic damage at least.

Fort save: 1d20 + 6 ⇒ (12) + 6 = 18


Forgot to copy it over, needed a Will save from Krek.
Bottting Krek's Will save: 1d20 + 2 ⇒ (19) + 2 = 21 Good, it is a success!

Krek hits with his second strike. It doesn't do as much damage as expected, but he thinks one more strike is likely to down it.

Meadow's arm where she was bitten has some spores that try to take root. None of them do.

Round 2:

Green areas are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak.

Blue thing -10
Eltis +5 Temp
Darlann -6 DC 17 Will save
Krek +1 Temp shield -1

Round 3:

Redd
Meadow +1 Temp DC 17 Will save
Symeon +5 Temp DC 17 Will save

Envoy's Alliance

NG fem halfling | Bard (maestro) 4 | Emissary | HP 42/42 | AC 20 | F +7, R +11, W +9 | Perc +9 (low-light) | +2 Seek | Stealth +9 |Low-light vision | speed 25' | Spells: cantrips/5, 1st/3, 2nd/3 | Focus pts. 2 | Hero Pts. 2/2 | Explore Mode: search +8 | Active Conditions: ---

Going to wait for Darlann's turn. I'm hoping he takes the creature down. Not sure if there's another wave of enemies or not, so saving Timely Inspiration for next wave.
Btw, I moved Meadow's & Silence's tokens minutes after she requested. I shoulda mentioned I did it.


Schedule is for the conclusion being March 27th
This will be the last battle.

Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Will saves are my forte! Now watch me fail!: 1d20 + 8 ⇒ (16) + 8 = 24
Symeon feels a small twisting of his stomach at the sight of the slimy oozing demon, but quickly tries to tamp it down and focus on something else... Anything else... like, uh, shooting the dang thing!

As he prepares to fire, some cleric nearby starts a sermon about how the pathfinders like Desna help people pass out of the dark and travel into the light. Using the Aid Token.

Devise Stratagem: 1d20 ⇒ 6

Additional Recall Knowledge check:

Secret roll, Religious Sermons, SICKENING: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 +10 for Society; +8 for Arcana, Crafting, Medicine, Occultism, Academia Lore, or Surgery Lore; +6 for Nature or Religion.

He fails to find a good bead and instead moves up to Darlann and readies his supplies to help heal the man, but waits for his stomach to settle some before he does.


Symeon:

The creatures have a weakness to Lawful damage.

They have some Occult innate spells: Read Omens, Detect Lawful Alignment, Paranoia, Phantom Pain.

Symeon moves so that he will be in position for if Darlann gets hurt more.

Round 2:

Green areas are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak.

Inspire Courage until Round 6.

Blue thing -10
Eltis +5 Temp
Darlann -6 DC 17 Will save
Krek +1 Temp shield -1

Round 3:

Redd
Meadow +1 Temp DC 17 Will save

Symeon +5 Temp

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 74/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=Wanikkawi| conditions: cat's eye elixir

Meadow glares at the rat-thing that bit her.

"You think you're tough do you? Well You're really just gross and icky. Silence. Get him!"


M Snowy Owl HP 52/52 | AC 23| F +12 R +14 W +13 | Perception +13

"Screech!

Silence lets out an angry cry and charges the awful-tasting thing.

Jaws-IC vs flat footed: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Piercing: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

precision: 1d8 ⇒ 2 extra damage on the first hit.

Fly, Strike

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 74/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=Wanikkawi| conditions: cat's eye elixir

"Good job. Now it's my turn! Take that you gross rat-thing."

Meadow pulls out two cold iron arrows and quickly fires two shots at the disgusting creature.

Hunted Shot-shortbow-IC-cold iron: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
piercing: 1d6 + 1 ⇒ (5) + 1 = 6
deadly?: 1d10 ⇒ 5

Hunted Shot-shortbow-IC-cold iron: 1d20 + 8 - 5 + 1 ⇒ (18) + 8 - 5 + 1 = 22
piercing: 1d6 + 1 ⇒ (3) + 1 = 4
deadly?: 1d10 ⇒ 7

precision: 1d8 ⇒ 2 extra damage on the first hit.

Hunt Prey, ◆ Command an Animal, ◆ Hunted Shot


Meadow and Silence finish off the icky creature. The cold iron arrows do full damage.

Even if you had crit failed the Will save, you would have hit.

Table success.
Now we just wait for the Overseer to announce the close of the scenario.


M Snowy Owl HP 52/52 | AC 23| F +12 R +14 W +13 | Perception +13

Silence hoots softly and retches.

"Hooak, hooak...hooak!"

Eventually he spits out a round, wet pellet of fur and small bones.

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 74/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=Wanikkawi| conditions: cat's eye elixir

Meadow looks a little green as she pats the owl on the head.

"Yeah I bet those things do taste pretty awful. I mean look at it..."

She gestures at the bubbling oozing corpses of the rat-things and begins retching as well.

@ GM Brett--I forgot to add the -1 for sickened to Meadow's attacks. It looks like you caught it though.

Radiant Oath

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M Tunnelflood Kobold Cleric 4 of Gozreh | N | AC 18| HP 35/38 | Fort +8 Refl +8 Will +12 | Perception +10 Cleric 4

Eltis will begin working on Darlann
medicine-treat wounds: 1d20 + 6 ⇒ (15) + 6 = 21
healing: 2d8 ⇒ (8, 6) = 14

"Everyone else OK/"
He looks at Meadow,"I may have an herb mixture to help settle that stomach. These things were quite disgusting."

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek nods as he looks at these Pathfinders with a bit of admiration. "Not bad, not bad at all." He kicks the downed fey away from him. "Looks like everyone is standing."

Envoy's Alliance

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NG fem halfling | Bard (maestro) 4 | Emissary | HP 42/42 | AC 20 | F +7, R +11, W +9 | Perc +9 (low-light) | +2 Seek | Stealth +9 |Low-light vision | speed 25' | Spells: cantrips/5, 1st/3, 2nd/3 | Focus pts. 2 | Hero Pts. 2/2 | Explore Mode: search +8 | Active Conditions: ---

Totally, Ew! Very icky things.

Redd sees Meadow begin to gag.
Noooo! Don't start throwing up! It will set off a chain reacti-
Redd suddenly turns green after seeing Meadow puke, begins to dry heave, and...
Blaaarrrrggghhh!!!
She starts crying all the while emptying her gut.
Ugghh! Noooo!
*Sob*
*sniffle*
*Sob*
Blooorrrggghhh!!!

Grand Lodge

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Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

There is a strange sensation throughout the demiplane of tension being released. It’s as though the plane itself had been holding its breath for a long time and finally exhaled. The Thorned Monarch has fallen. Gregaro Voth, now freed from his planar prison, stands before the assembled group.

“Pathfinders, there are no words to thank you for coming to my rescue. I have talked with Venture-Captain Tolal, and I understand I’ve been trapped here for a great many years. Unfortunately, I cannot return with you to Absalom. If I leave this place, the weight of time would suddenly bear down upon me, and I would immediately die. So, I shall remain here, though I imagine I can make this a more palatable prison.”

Voth, still wearing the crown, looks around him, and the landscape suddenly changes. In an instant, where before there was a copse of trees, there now stands a brand-new Pathfinder lodge with sprawling grounds. The scene is beautiful, with dozens of small buildings dotted across a verdant landscape complete with tall trees, colorful flowers, and chirping birds. “I suppose the adventure can come to me! Please, Pathfinders, stay and enjoy a well-deserved rest. Tell me of all the journeys you’ve taken and the discoveries that you’ve made!”

---

After a full night’s rest, though perhaps with a few odd dreams, Oraiah Tolal and Gregaro Voth ask everyone to meet the next morning. Agents assemble in a garden on the new lodge’s grounds.

Gregaro Voth begins, “Pathfinders, you have done amazing work, defeating the Thorned Monarch and his forces after making the arduous journey out here.” Oraiah Tolal continues, “But if Aleta smiles upon our work, you will have a much easier journey home.” Together, they cast a spell, and a shimmering archway appears. After a few moments, Master of Spells Sorrina Westyr and Decemvirate member Eliza Petulengro walk through. Westyr exclaims happily, “Well done, Pathfinders, all of you!” Petulengro explains more. “We’ve established a link between this new lodge and the Maze of the Open Road, a hedge maze and portal network that used to be carefully restricted by the Decemvirate. The Decemvirate is planning to add new nodes to the maze, allowing Pathfinders to swiftly travel to places far from the Society’s current reach. And so, if you are ready to go home, please follow me. You have more than earned a swift trip home!” Petulengro and Westyr lead the way through the portal, into the maze, and through another archway that leads straight back to the Grand Lodge.

That’s the end! Thank you for all your hard work, GMs, and thanks to everyone for playing!

Envoy's Alliance

NG fem halfling | Bard (maestro) 4 | Emissary | HP 42/42 | AC 20 | F +7, R +11, W +9 | Perc +9 (low-light) | +2 Seek | Stealth +9 |Low-light vision | speed 25' | Spells: cantrips/5, 1st/3, 2nd/3 | Focus pts. 2 | Hero Pts. 2/2 | Explore Mode: search +8 | Active Conditions: ---

Whaa? What!?! We did it!!! Yaaaayyyyy!!!
Smooches to everyone!
Even you, Symeon!

Redd gives everyone a big hug and a kiss on the cheek.
I really enjoyed adventuring with all of you. I hope to do so again. Thank you so very much, everyone.
Her eyes tear up as she says her goodbyes.

Radiant Oath

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M Tunnelflood Kobold Cleric 4 of Gozreh | N | AC 18| HP 35/38 | Fort +8 Refl +8 Will +12 | Perception +10 Cleric 4

Eltis actually blushes a little, looking strange on his silvery scales.
"Aw, it was very nice to meet you as well."

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